﻿Shader "Unlit/NewUnlitShader"
{
    Properties
    {
        _MainTex ("Texture", 2D) = "white" {}
    }
    SubShader
    {
    Pass
    {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    float4 vert(float4 v : POSITION) : SV_POSITION {
    return UnityObjectToClipPos(v);
    // return mul(UNITY_MATRIX_MVP, v) ;
    }
    fixed4 frag() : SV_Target {
    return fixed4(1.0,1.0, 1.0, 1.0);
    }
    ENDCG
    }
    }
}
